Search results for "EDUCATION"
showing 10 items of 26766 documents
Selecting students for medical school: What predicts success during basic science studies? A cognitive approach
1996
This study focuses on differences between multiple-choice science tests and a learning-from-text (LFT) test, and how these tests predict success in basic medical studies. The subjects (N = 503) were applicants to the Helsinki University Medical Faculty. All of them had to take an entrance examination in order to be considered for admission to a 6-year study programme combining medical school and graduate studies. The entrance examination consisted of three traditional multiple-choice science tests and one LFT test, the latter designed to measure deep-level processing of text. A follow-up study was conducted in order to see how the different tasks were related to the grades and pace of study…
Teachers’ intention to use educational video games: The moderating role of gender and age
2018
Educational video games represent an educational change that challenges teachers and managers of Higher Education institutions in several ways including their attitude formation and behavioural intention. Using a Technology Acceptance Model (TAM) approach a research model is developed to predict teachers’ behavioural intention to use educational video games in their courses. The research model is tested via structural equation modelling (SEM) on a sample of 312 Higher Education teachers. Main results suggest that perceived usefulness influences in a direct and positive way teachers’ behavioural intention while perceived ease of use indirectly influences intention through perceived usefulnes…
Using Recorded Audio Feedback in Cross-Cultural e-Education Environments to Enhance Assessment Practices in a Higher Education
2018
Providing feedback to learners on their writing assignments is perhaps one of the most important and time-consuming tasks that a supervisor performs. In e-Education environments, giving feedback becomes more challenging because there are often no possibilities for face-to-face discussions with learners. Typically, a supervisor provides comments to learners in written form via email; however, the use of recorded audio feedback (RAF) in e-Education environments has become a viable alternative. The purpose of this case study was to examine learners’ perceptions of RAF and written feedback for their assignments at the University of Jyväskylä (Finland) and at Keio University SFC (Japan). Formati…
Spanish population trends in Internet searches for information on different diets
2019
Abstract Objective To use Google Trends to explore the trends of interest of the Spanish population regarding information related to different types of diets, focused on those that are popular and with evidence-based studies, over the last 10 years. Material and methods The search trends referred to the terms “Mediterranean diet”, “ketogenic diet”, “low fat diet”, “intermittent fasting” and “vegan diet” were analyzed. The relative search volumes (RSV) of the terms were compared. The direction of the trend was studied using the Spearman's correlation coefficient (SC). Results “Mediterranean diet” was the most widely searched term, with a median RSV of 16 (interquartile range [IQR] 6; range 8…
Teaching clinical reasoning and decision-making skills to nursing students: Design, development, and usability evaluation of a serious game
2016
Background\ud \ud Serious games (SGs) are a type of simulation technology that may provide nursing students with the opportunity to practice their clinical reasoning and decision-making skills in a safe and authentic environment. Despite the growing number of SGs developed for healthcare professionals, few SGs are video based or address the domain of home health care.\ud \ud Aims\ud \ud This paper aims to describe the design, development, and usability evaluation of a video based SG for teaching clinical reasoning and decision-making skills to nursing students who care for patients with chronic obstructive pulmonary disease (COPD) in home healthcare settings.\ud \ud Methods\ud \ud A prototy…
Process-and context-sensitive research on academic knowledge practices
2007
The Contextual Activity Sampling System (CASS) methodology and CASS-Query tools have been developed for the investigation of learning and working practices. The CASS-methods and tools provide contextualized data that allow the analyzing and modeling of within-person changes across time. This paper describes a pilot study with 3G mobiles used by eight engineering students. Students answered questionnaires concerning their ongoing study projects, academic emotions, and collaboration, with a mobile phone five times a day for a period of two weeks (70 queries per person). Variation in their emotions were examined by time-series analysis. Students were also interviewed before and after the CASS-…
The Evidence Base for an Ideal Care Pathway for Frail Multimorbid Elderly : Combined Scoping and Systematic Intervention Review
2019
Source at https://doi.org/10.2196/12517. Background: There is a call for bold and innovative action to transform the current care systems to meet the needs of an increasing population of frail multimorbid elderly. International health organizations propose complex transformations toward digitally supported (1) Person-centered, (2) Integrated, and (3) Proactive care (Digi-PIP care). However, uncertainty regarding both the design and effects of such care transformations remain. Previous reviews have found favorable but unstable impacts of each key element, but the maturity and synergies of the combination of elements are unexplored. Objective: This study aimed to describe how the literature o…
Developing a Serious Game for Nurse Education.
2018
Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game–playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG devel…
Training Secondary Education Teachers through the Prism of Sustainability: The Case of the Universitat de València
2018
Designing the training of future teachers through holistic and interdisciplinary visions is vital to developing coherent contents, epistemologies, and methodologies that put Education for Sustainability into action. The research presented here analyzes the teaching guides from the curriculum for the Master&rsquo
Proposals for a More Creative Education System
2019
The present paper supports the necessity of adapting any modern education system to the growing demand for creative specialists in all fields of activity. In this context, we appreciate that an education system that develops students’ creativity can be characterized as a creative system. In the framework of extensive research on creativity management we have developed over the last few years, one of the goals was to discover several ways to improve the education system. From the perspective of educational work in the academic environment, we believe that stimulating student group creativity is essential for their development as future specialists and for their successful integration in orga…